Spell Book

The spells on this page are brought up to 5th edition rules in accordance with the SRD 5.2.1 rules. If there are any inconsistencies or layout issues go to the about us page to find contact information.

Acid Arrow Acid Splash Aid Alarm Alter Self Animal Friendship Animal Messenger Animal Shapes Animate Dead Animate Objects Antilife Shell Antimagic Field Antipathy/Sympathy Arcane Eye Arcane Hand Arcane Lock Arcane Sword Arcanist’s Magic Aura Astral Projection Augury Aura of Life Awaken Bane Banishment Barkskin Beacon of Hope Befuddlement Bestow Curse Black Tentacles Blade Barrier Bless Blight Blindness/Deafness Blink Blur Burning Hands Call Lightning Calm Emotions Chain Lightning Charm Monster Charm Person Chill Touch Chromatic Orb Circle of Death Clairvoyance Clone Cloudkill Color Spray Command Commune Commune with Nature Comprehend Languages Compulsion Cone of Cold Confusion Conjure Animals Conjure Celestial Conjure Elemental Conjure Fey Conjure Minor Elementals Conjure Woodland Beings Contact Other Plane Contagion Contingency Continual Flame Control Water Control Weather Counterspell Create Food and Water Create or Destroy Water Create Undead Creation Cure Wounds Dancing Lights Darkness Darkvision Daylight Death Ward Delayed Blast Fireball Demiplane Detect Evil and Good Detect Magic Detect Poison and Disease Detect Thoughts Dimension Door Disguise Self Disintegrate Dispel Evil and Good Dispel Magic Dissonant Whispers Divination Divine Favor Divine Smite Divine Word Dominate Beast Dominate Monster Dominate Person Dragon’s Breath Dream Druidcraft Earthquake Eldritch Blast Elementalism Enhance Ability Enlarge/Reduce Ensnaring Strike Entangle Enthrall Etherealness Expeditious Retreat Eyebite Fabricate Faerie Fire Faithful Hound False Life Fear Feather Fall Feeblemind Find Familiar Find Steed Find the Path Find Traps Finger of Death Fire Bolt Fire Storm Fireball Fire Shield Flame Blade Flame Strike Flaming Sphere Flesh to Stone Floating Disk Fly Fog Cloud Forbiddance Forcecage Foresight Freedom of Movement Freezing Sphere Gaseous Form Gate Geas Gentle Repose Giant Insect Glibness Globe of Invulnerability Glyph of Warding Goodberry Grease Greater Invisibility Greater Restoration Guardian of Faith Guards and Wards Guidance Guiding Bolt Gust of Wind Hallow Hallucinatory Terrain Harm Haste Heal Healing Word Heat Metal Hellish Rebuke Heroes' Feast Heroism Hex Hideous Laughter Hold Monster Hold Person Holy Aura Hunter's Mark Hypnotic Pattern Ice Knife Ice Storm Identify Illusory Script Imprisonment Incendiary Cloud Inflict Wounds Irresistible Dance Invisibility Jump Knock Legend Lore Lesser Restoration Levitate Light Lightning Bolt Locate Animals or Plants Locate Creature Locate Object Longstrider Mage Armor Mage Hand Magic Circle Magic Jar Magic Missile Magic Mouth Magic Weapon Magnificent Mansion Major Image Mass Cure Wounds Mass Heal Mass Healing Word Mass Suggestion Maze Meld into Stone Mending Message Meteor Swarm Mind Blank Minor Spike Minor Illusion Mirage Arcane Mirror Image Mislead Misty Step Modify Memory Moonbeam Move Earth Nondetection Passwall Pass without Trace Phantasmal Force Phantasmal Killer Phantom Steed Planar Ally Planar Shift Plane Shift Plant Growth Poison Spray Polymorph Power Word Heal Power Word Kill Power Word Stun Prayer of Healing Prestidigitation Prismatic Spray Prismatic Wall Private Sanctum Produce Flame Programmed Illusion Project Image Protection from Energy Protection from Evil and Good Protection from Poison Purify Food and Drink Raise Dead Ray of Enfeeblement Ray of Frost Regenerate Ray of Sickness Reincarnate Remove Curse Resilient Sphere Resistance Resurrection Reverse Gravity Revivify Rope Trick Sacred Flame Sanctuary Scorching Ray Scrying Searing Smite Secret Chest See Invisibility Seeming Sending Sequester Shapechange Shatter Shield Shield of Faith Shillelagh Shining Smite Shocking Grasp Silence Silent Image Simulacrum Sleep Sleet Storm Slow Sorcerous Burst Spare the Dying Speak with Animals Speak with Dead Speak with Plants Spider Climb Spike Growth Spirit Guardians Spiritual Weapon Starry Wisp Stinking Cloud Stone Shape Stoneskin Storm of Vengeance Suggestion Summon Dragon Sunbeam Sunburst Symbol Telekinesis Telepathic Bond Teleport Teleportation Circle Thaumaturgy Thunderwave Time Stop Tiny Hut Tongues Transport via Plants Tree Stride True Polymorph True Resurrection True Seeing True Strike Tsunami Unseen Servant Vampiric Touch Vicious Mockery Vitriolic Sphere Wall of Fire Wall of Force Wall of Ice Wall of Stone Wall of Thorns Warding Bond Water Breathing Water Walk Web Weird Wind Walk Wind Wall Wish Witch Bolt Word of Radiance Word of Recall Wrathful Smite Yolande's Regal Presence Zone of Truth

Magic Mouth

Level: 2 | School: Illusion

Casting Time: 1 minute or Ritual
Range: 30 feet
Duration: Until dispelled
Components: V,S,M


Description

You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

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